I'm starting this thread to outline what i think we can expect with the brewing subcraft, and what we, the brewers, would like to see added to the system at a later date (if not added from the start).. Disclaimer: Just remember Starrs mantra, as this is all speculation until they can get hands-on with the code: DLMB! _______________________________________________________________ update: 12/31/2016 - @DarkStarr just announced the following in his Q1 2017 Schedule Update post, "RELEASE 40, March 30, 2017" section: _______________________________________________________________ update: 9/29/2016 - they just mentioned brewing in the 2016 q4 schedule post. this means we need to start inundating them with emails forum posts, and the likes about brewing! _______________________________________________________________ what to expect: built into the current crafting system with all its nuances. drag drag click done. brewing station (it looks more suitable for distilling hooch/engine degreaser, not brewing, by the way) what to expect when polished: less cookie cutter, hopefully a small minigame so outcomes can be varied. system tie ins: nutrition - affects EVERYTHING, kind of like a 'luck' modifier in some games. Cooking - without this, you can't brew! Alchemy - metheglyns, stat modifiers at higher level brews. Farming - when you pick the hops/barley/honey/grapes/fruits/etc affects the overall taste. Weather - weather during harvest and fermentation affects taste and ABV. Astrology - when you harvest affects the taste Harvesting - from plants to animals (cows, chickens) to minerals. what we want to see, if not now, in the future. Variety! Beer, Wine, Ale, Mead, Whiskey, Rum, Vodka, Bourbon, Sccotch, Metheglin, Cough Syrup, etc. Later on, we'd like to see even more types... rhy whisky, rieslings, single malts, etc. Options. To be able to age as long as we want, in-game time - which modifies the results of the brew itself. To be able to create engine degreaser/hooch, as well as well aged cordials fit for a king. we want these aging barrels to take up real estate in the game. - the assets are already in the game (see top floor, firelotus tavern). we want tapped kegs and pony kegs to be able to place on shelves in taverns, where we can place a brew of our choice in there, and label them, and lock the label in place. i'd like to be able to futher interact with these kegs, and fill a mug with the brew inside it. UPDATE 9/9/16 9/13/16: Richard has confirmed with me that we can age as long as we want. He intoned that we will set a time (he used 50 years), and literally 40 weeks later, we take the next step in the process. that tells me, that there WILL be fermentation and aging barrels in game, and they WILL take up space. aging the brews gives a boost to whatever positive boosts(buffs) the brew provides. non-aged brews give a base length of buff, but a 6 week aged adds X% of time while aging for a year makes that an exponenctial increase. - basicaly increasing the costs of the more rare (aged) brews. tools: hydrometers aging barrels taps/corks buildable brewing stations: materials: aging barrels (already planned, confirmed by LB) - woods and metals and ropes. Fermenting Barrels and/or glass carboys - different woods, metals and/or ropes. copper pots x2 - copper sheets and copper rivets Copper cooling coils for expert stations. oars for stirring in the big pots. - wood planks small stack of wood for low level stations, large stack of wood for expert and above level stations. lets use a hot tub to mash grapes! lets attach a windmill to grind hops! Custom naming of the brews. Bowens Biddable Brew, Thuri's Thrice Brewed Mead, Docs Squirrel Spit Solution @majoria70 came up with this idea not too long ago, generally applied to all crafting. I"ll put it into a brewing slant to see how it goes: how about adding a slot during the crafting (in this case, post-fermentation where you add flavors), for a random thing.. like fish scales, or a stack of leather or coffee beans, or spider webs, or heck an axe or 2 year whiskey.. what that slot does is give you a mostly random effect to your final brew, somehow related to the items you placed in the slot.. like a 2 year whiskey will add extra potency to the batch and get you drunk REAL fast.. or an axe will raise your DPS for a short time, or the fish scales will let you swim faster or breathe underwater (if underwater gets implemented as a thing) for a time. length, duration, potency, of the effect is directly proportionate to how many you add (in a stack, drag and drop style) to that slot. but still somewhat random as to exactly WHAT the effect is, and if it is positive or negative, only knowable by the person who imbibes the brew. Skill Tree: - We want different forks for each type (wine/mead, beer/ale, liquors) and a straight-line branch on the right for things like the ABV, name tweaking, etc. - general proficiency skill - one that raises the chance of winning a minigame - one that raises a chance of throwing a crit for some special attributes to the brew (higher percentage chance and better attributes as it levels up) - one that gives certain other attributes once the brews are aged a set amount of time (shorter times as it levels up) - one at the end of its own branch, that lets you significantly raise the ABV, which raises any attributes, but also gets you much more drunk (within the nutrition system that can be a bad thing at a certain threshhold) - aand as you raise skill in that, the attributes get higher while the ABV gets lower. - passive skill that levels up on how many brews you consume, and level faster upon experiencing the negative side effects (vomiting, blackouts, death). even drunks tend to learn from our mistakes, so as that skill levels up, we experience fewer negative side effect events. (also making it harder to level up the passive) two things i'd love to see for crafted tools by journeyman and above - for all crafting/harvesting tools not just brewing tools - the tool is much more rugged if it has YOUR makers mark, and it can even have your name on the item (Thuri's Hydrometer) itself. reasoning: you are much more familliar with everything about the craft and the tools. example in gaming: ES4: Oblivion - blacksmithing perks. at expert and above, specific to crafting tools not harvesting tools - i'd like to also see boosts to the minigame outcomes and proc percentages higher, maybe even custom things like...if i always use this hydrometer for only whisky - it will turn all whisky's i brew with it, into rye whiskies, (as just one example), or maybe boosts ABV in all things (which would raise intoxication levels in nutrition system, and healing effects in metheglins) also please allow for us to modify the liquids themselves.. a good nonpasturized guiness in dublin, is so much more enjoyable than a nappy ice here in america.. so light medium and dark brews, should all have effects too... even making you burp if you add too much carbonation which can also intensify the slurring woozyness and visual effects. update 9/13/2016: LB stated at DC that while this is a really neat feature, it will not have much of an effect on the game mechanics itself. he stated he would love to see this implemented it would be much lower on the priority list than other aspects of the game. from what he could tell, this is mostly just a descriptive feature. personally i disagree, it can have some basic tie-ins to the nutritional system once that is fully implemented. for example, a thick heavy dubbel could fill you up with carbs like a bread would. a highly carbonated brew could speed up your metabolism so its effects are stronger but shorter lived - and all other spell effects are also shorter lived too. just two examples. update: 11/4/2016 brew requests: thanks to @x_Selene_x 's post here, i'm adding a new section on requests. thanks! Easily made with things in game: Green tea Black Tea Apple Spice tea milk tea Iced Tea Sweet Tea Spiced Apple Cider Hot caramel apple cider Lemonade Kombucha Banana Milkshake vanilla milkshake tomato juice apple juice grape juice fruit punch coconut water cream soda butter beer water milk Pumpkin Spiced Tea/Latte Would need some new crops (coffee beans, nutmeg, and cacao beans): coffees/ lattes hot chocolate chocolate milk chocolate milkshakes eggnog adding the list made me realize we need to start being able to harvest cows as well. if you fail at the harvest, have the cow kick you a few feet away and lose some hitpoints (25% of max maybe?). heck, we can have chocolate cows too!